This is not really a tutorial, but some info that can be useful. When you make your character import, one thing you should include is the metal materials so that the character looks metallic when it gets the metal box item.
I suppose you all know it, but in later Brawlbox versions, you can enable those metals automatically by just enabling this option:
Anyway, always check if, after doing this, the ammount of materials with the _ExtMtl name is the same as non-metal materials. Sometimes, brawlbox ignores some materials, and the _ExtMtl version isn't built. If this happens, change the name for that material (in my case, changing to a longer name always works), and use the AutoMetalMaterials option again. Hit yes if it asks you something.
Once you're sure you have the number of materials you should have, you can test your character to assure the metals are okay ingame. Anyway, in some cases, some characters with alphas in their textures may look wrong. Check these Donkey Kong and Pit.
To avoid this to happen to your models, just use these:
ShaderMaterial(Alpha)Material(Blend)The first one is the shader your metal material should use instead. The other 2, are the materials to replace your wrong metal material with. Once imported, the name of the first texture inside has to be the same as the texture with alpha (transparency) as the original material (not metallic). The second texture has to be named metal00.
The difference between the first and second materials is just the kind of transparency of the original material. Just look if the EnableBlend value in Brawlbox for the original material is true or false. If it's true, use the second one. If it's false, there should be some 128, 255, greaterorequal, lessorequal (or something similar) just above the EnableBlend (false). In that case, use the first material (the one named Material (alpha))
And that's it. Be careful with the cull values for the original material, and just use the same, so the metalized sides are the same as the normally shown ones. And, if you feel like it, try your character in Delphino. My experience says that something's weird with that stage, and the first version of the shader didn't work well for that stage. Just test if everything's ok, and if it isn't report me so I can check the issues.
Oh, almost forgot. Sometimes, characters have some parts that we would prefer not to be metalized, like extra EyeYellows and stuff. Just give a cull_all to them. Or, instead, use the original material, texture and shader for that one, so it doesn't change to metallic at all. Like this triforce:
Now that's it. Thanks for reading